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        <identifier>oai:drops-oai.dagstuhl.de:10103</identifier>
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          <dc:title>Algorithms, Bounds, and Strategies for Entangled XOR Games</dc:title>
          <dc:creator>Bene Watts, Adam</dc:creator>
          <dc:creator>Harrow, Aram W.</dc:creator>
          <dc:creator>Kanwar, Gurtej</dc:creator>
          <dc:creator>Natarajan, Anand</dc:creator>
          <dc:subject>Nonlocal games</dc:subject>
          <dc:subject>XOR Games</dc:subject>
          <dc:subject>Pseudotelepathy games</dc:subject>
          <dc:subject>Multipartite entanglement</dc:subject>
          <dc:description>Entangled games are a quantum analog of constraint satisfaction problems and have had important applications to quantum complexity theory, quantum cryptography, and the foundations of quantum mechanics. Given a game, the basic computational problem is to compute its entangled value: the supremum success probability attainable by a quantum strategy. We study the complexity of computing the (commuting-operator) entangled value omega^* of entangled XOR games with any number of players. Based on a duality theory for systems of operator equations, we introduce necessary and sufficient criteria for an XOR game to have omega^* = 1, and use these criteria to derive the following results: 
1) An algorithm for symmetric games that decides in polynomial time whether omega^* = 1 or omega^* &lt; 1, a task that was not previously known to be decidable, together with a simple tensor-product strategy that achieves value 1 in the former case. The only previous candidate algorithm for this problem was the Navascués-Pironio-Acín (also known as noncommutative Sum of Squares or ncSoS) hierarchy, but no convergence bounds were known. 
2) A family of games with three players and with omega^* &lt; 1, where it takes doubly exponential time for the ncSoS algorithm to witness this. By contrast, our algorithm runs in polynomial time. 
3) Existence of an unsatisfiable phase for random (non-symmetric) XOR games. We show that there exists a constant C_k^{unsat} depending only on the number k of players, such that a random k-XOR game over an alphabet of size n has omega^* &lt; 1 with high probability when the number of clauses is above C_k^{unsat} n. 
4) A lower bound of Omega(n log(n)/log log(n)) on the number of levels in the ncSoS hierarchy required to detect unsatisfiability for most random 3-XOR games. This is in contrast with the classical case where the (3n)^{th} level of the sum-of-squares hierarchy is equivalent to brute-force enumeration of all possible solutions.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Adam Bene Watts and Aram W. Harrow and Gurtej Kanwar and Anand Natarajan</dc:contributor>
          <dc:date>2019</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 124, 10th Innovations in Theoretical Computer Science Conference (ITCS 2019)</dc:relation>
          <dc:type>InProceedings</dc:type>
          <dc:type>Text</dc:type>
          <dc:type>doc-type:ResearchArticle</dc:type>
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          <dc:identifier>doi:10.4230/LIPIcs.ITCS.2019.10</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-101032</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.ITCS.2019.10</dc:identifier>
          <dc:language>eng</dc:language>
          <dc:rights>https://creativecommons.org/licenses/by/3.0/legalcode</dc:rights>
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